This commit is contained in:
2026-06-25 17:47:02 +09:00
154 changed files with 10759 additions and 164 deletions

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@@ -1,6 +1,6 @@
using UnityEngine;
public class CollectionManager : MonoBehaviour
public class CollectionManager : MonoBehaviour, ISceneInitializable
{
public static CollectionManager Instance;
@@ -28,6 +28,22 @@ void Start()
UpdateUI();
}
// SceneLoadManager가 씬 로드마다 호출. 새 씬의 StarPieceHud를 다시 찾아 연결한다.
public void OnSceneLoaded()
{
FindStarPieceHud();
UpdateUI();
}
private void FindStarPieceHud()
{
// 비활성(토글로 꺼진) HUD도 찾을 수 있도록 Include
_starPieceHud = FindFirstObjectByType<StarPieceHud>(FindObjectsInactive.Include);
if (_starPieceHud == null)
Debug.LogWarning("[CollectionManager] 현재 씬에서 StarPieceHud를 찾지 못했습니다.", this);
}
public void AddStar(int amount)
{
_currentStars += amount;

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@@ -1,4 +1,5 @@
using UnityEngine;
using UnityEngine.Events;
public class StarPickup : MonoBehaviour
{
@@ -19,7 +20,11 @@ public class StarPickup : MonoBehaviour
[Header("Sound")]
public AudioClip pickupSound;
[Header("Events")]
[Tooltip("별을 먹었을 때 발생하는 이벤트입니다.")]
public UnityEvent onCollected;
private Vector3 startPosition;
void Awake()
@@ -63,11 +68,13 @@ public void CollectStar()
Debug.LogWarning("CollectionManager not found.");
}
if (pickupSound != null && pickupSound != null)
if (pickupSound != null)
{
SoundManager.Instance.PlaySFX(pickupSound);
}
onCollected?.Invoke();
Destroy(gameObject);
}

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@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 47ef309091683cf409e48c93663f025b
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,296 @@
using System.Collections;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.Rendering;
public class GeppettoRunTriggerZone : MonoBehaviour
{
[Header("Trigger")]
public string playerTag = "Player";
[Header("Geppetto")]
public Transform geppetto;
public Animator geppettoAnimator;
[Header("Animation")]
public string runStateName = "Running";
public bool playRunAnimationOnTrigger = true;
[Header("Move")]
public float runSpeed = 5f;
public float rotateSpeed = 12f;
public bool keepStartY = true;
[Header("Player Lock")]
public bool lockPlayerOnTrigger = true;
public Transform playerRootToLock; // 비워두면 감지된 VRPlayer root 자동 사용
public bool lockPlayerRotation = true;
public Behaviour[] disableWhileEvent; // 이동/회전 관련 컴포넌트 넣고 싶으면 여기에
[Header("VR Black Fade")]
public Camera vrCamera;
public float fadeDuration = 5f;
public float quadDistance = 0.45f;
public float quadScale = 3f;
[Header("Scene")]
public string nextSceneName;
private Transform targetPlayer;
private Transform lockedPlayerRoot;
private Vector3 lockedPlayerPosition;
private Quaternion lockedPlayerRotation;
private bool started = false;
private bool sceneChanging = false;
private float startY;
private GameObject blackQuad;
private Material blackMat;
private void Start()
{
if (geppetto != null)
startY = geppetto.position.y;
if (geppettoAnimator != null)
geppettoAnimator.applyRootMotion = false;
CreateBlackQuad();
SetBlackAlpha(0f);
if (blackQuad != null)
blackQuad.SetActive(false);
}
private void OnTriggerEnter(Collider other)
{
if (started)
return;
if (!IsPlayer(other))
return;
Debug.Log("제페토 이벤트 구역 진입: " + other.name);
lockedPlayerRoot = playerRootToLock != null ? playerRootToLock : other.transform.root;
targetPlayer = lockedPlayerRoot;
if (lockPlayerOnTrigger && lockedPlayerRoot != null)
{
lockedPlayerPosition = lockedPlayerRoot.position;
lockedPlayerRotation = lockedPlayerRoot.rotation;
foreach (Behaviour b in disableWhileEvent)
{
if (b != null)
b.enabled = false;
}
Debug.Log("플레이어 위치 고정: " + lockedPlayerRoot.name);
}
started = true;
PlayRunAnimation();
Collider col = GetComponent<Collider>();
if (col != null)
col.enabled = false;
StartCoroutine(FadeWhileRunning());
}
private void Update()
{
if (!started || sceneChanging)
return;
if (geppetto == null || targetPlayer == null)
return;
Vector3 dir = targetPlayer.position - geppetto.position;
dir.y = 0f;
if (dir.sqrMagnitude > 0.001f)
{
Quaternion targetRot = Quaternion.LookRotation(dir);
geppetto.rotation = Quaternion.Slerp(
geppetto.rotation,
targetRot,
Time.deltaTime * rotateSpeed
);
Vector3 nextPos = geppetto.position + dir.normalized * runSpeed * Time.deltaTime;
if (keepStartY)
nextPos.y = startY;
geppetto.position = nextPos;
}
}
private void LateUpdate()
{
if (!started || sceneChanging)
return;
if (!lockPlayerOnTrigger || lockedPlayerRoot == null)
return;
lockedPlayerRoot.position = lockedPlayerPosition;
if (lockPlayerRotation)
{
lockedPlayerRoot.rotation = lockedPlayerRotation;
}
}
private void PlayRunAnimation()
{
if (!playRunAnimationOnTrigger)
return;
if (geppettoAnimator == null)
{
Debug.LogWarning("Geppetto Animator가 연결되지 않았습니다.");
return;
}
if (string.IsNullOrWhiteSpace(runStateName))
{
Debug.LogWarning("Run State Name이 비어있습니다.");
return;
}
geppettoAnimator.applyRootMotion = false;
geppettoAnimator.Play(runStateName, 0, 0f);
geppettoAnimator.Update(0f);
Debug.Log("달리기 애니메이션 즉시 실행: " + runStateName);
}
private IEnumerator FadeWhileRunning()
{
if (blackQuad != null)
blackQuad.SetActive(true);
SetBlackAlpha(0f);
float t = 0f;
while (t < fadeDuration)
{
t += Time.deltaTime;
float alpha = Mathf.Clamp01(t / fadeDuration);
SetBlackAlpha(alpha);
yield return null;
}
SetBlackAlpha(1f);
sceneChanging = true;
if (!string.IsNullOrWhiteSpace(nextSceneName))
{
SceneManager.LoadScene(nextSceneName);
}
else
{
Debug.LogWarning("Next Scene Name이 비어있습니다.");
}
}
private void CreateBlackQuad()
{
Camera cam = vrCamera != null ? vrCamera : Camera.main;
if (cam == null)
{
Debug.LogError("VR Camera가 없습니다. Inspector에 Main Camera를 넣어주세요.");
return;
}
blackQuad = GameObject.CreatePrimitive(PrimitiveType.Quad);
blackQuad.name = "VR_Black_Fade_Quad";
Collider col = blackQuad.GetComponent<Collider>();
if (col != null)
Destroy(col);
blackQuad.transform.SetParent(cam.transform);
blackQuad.transform.localPosition = new Vector3(0f, 0f, quadDistance);
blackQuad.transform.localRotation = Quaternion.identity;
blackQuad.transform.localScale = new Vector3(quadScale, quadScale, 1f);
MeshRenderer renderer = blackQuad.GetComponent<MeshRenderer>();
blackMat = CreateTransparentBlackMaterial();
renderer.material = blackMat;
renderer.shadowCastingMode = ShadowCastingMode.Off;
renderer.receiveShadows = false;
}
private Material CreateTransparentBlackMaterial()
{
Shader shader =
Shader.Find("Universal Render Pipeline/Unlit") ??
Shader.Find("Unlit/Transparent") ??
Shader.Find("Sprites/Default") ??
Shader.Find("Standard");
Material mat = new Material(shader);
mat.renderQueue = 5000;
if (mat.HasProperty("_BaseColor"))
mat.SetColor("_BaseColor", new Color(0f, 0f, 0f, 0f));
if (mat.HasProperty("_Color"))
mat.SetColor("_Color", new Color(0f, 0f, 0f, 0f));
if (mat.HasProperty("_Surface"))
mat.SetFloat("_Surface", 1f);
if (mat.HasProperty("_Blend"))
mat.SetFloat("_Blend", 0f);
if (mat.HasProperty("_SrcBlend"))
mat.SetFloat("_SrcBlend", (float)BlendMode.SrcAlpha);
if (mat.HasProperty("_DstBlend"))
mat.SetFloat("_DstBlend", (float)BlendMode.OneMinusSrcAlpha);
if (mat.HasProperty("_ZWrite"))
mat.SetFloat("_ZWrite", 0f);
mat.EnableKeyword("_SURFACE_TYPE_TRANSPARENT");
mat.EnableKeyword("_ALPHABLEND_ON");
return mat;
}
private void SetBlackAlpha(float alpha)
{
if (blackMat == null)
return;
Color c = new Color(0f, 0f, 0f, alpha);
if (blackMat.HasProperty("_BaseColor"))
blackMat.SetColor("_BaseColor", c);
if (blackMat.HasProperty("_Color"))
blackMat.SetColor("_Color", c);
}
private bool IsPlayer(Collider other)
{
if (other.CompareTag(playerTag))
return true;
if (other.transform.root.CompareTag(playerTag))
return true;
return false;
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 9147beba2b87e4d4b9644fb0647ef6b2

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@@ -0,0 +1,27 @@
using UnityEngine;
using UnityEngine.VFX;
public class zepe : MonoBehaviour
{
public VisualEffect vfx;
public Animator zepettoAnimator;
public string animationName;
public float delayBeforeVFX;
private bool hasPlayed = false;
private void OnTriggerEnter(Collider other)
{
if (hasPlayed) return;
if (!other.CompareTag("Player")) return;
hasPlayed = true;
zepettoAnimator.Play(animationName);
Invoke("PlayVFX", delayBeforeVFX);
}
private void PlayVFX()
{
vfx.SendEvent("OnPlay");
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: e0b9356ed1cc2c746a48ea28d0537dc8

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@@ -0,0 +1,95 @@
using UnityEngine;
using UnityEngine.Events;
/// <summary>
/// VR 손이 콜라이더에 닿을(OnTriggerEnter) 때마다 작동하는 버튼.
/// XR UI 포인터/포크 상호작용이 불안정할 때, 트리거 콜라이더로 직접 눌리도록 한다.
/// </summary>
[RequireComponent(typeof(Collider))]
public class CollisionButton : MonoBehaviour
{
[Header("Hand Detection")]
[Tooltip("이 태그를 가진 콜라이더를 손으로 인식합니다.")]
[SerializeField] private string handTag = "PlayerHand";
[Tooltip("태그가 달라도 XRHandMarker가 붙어 있으면 손으로 인식합니다.")]
[SerializeField] private bool detectByHandMarker = true;
[Header("Press Behavior")]
[Tooltip("한 번 눌린 뒤 다시 눌리기까지의 최소 간격(초). 중복/연타 입력을 막습니다.")]
[SerializeField] private float cooldown = 0.4f;
[Tooltip("꺼두면 손이 닿아도 반응하지 않습니다.")]
[SerializeField] private bool interactable = true;
[Header("Events")]
[Tooltip("손이 닿아 눌릴 때마다 발생합니다.")]
public UnityEvent onPressed;
[Header("Debug")]
[SerializeField] private bool showDebugLog = false;
// timeScale=0(일시정지)에서도 동작하도록 unscaled 시간 사용
private float _lastPressTime = -999f;
// 에디터에서 컴포넌트를 처음 추가할 때 콜라이더를 트리거로 자동 설정
private void Reset()
{
Collider col = GetComponent<Collider>();
if (col != null)
col.isTrigger = true;
}
private void Awake()
{
Collider col = GetComponent<Collider>();
if (col != null && !col.isTrigger)
{
col.isTrigger = true;
if (showDebugLog)
Debug.Log("[CollisionButton] Collider가 트리거가 아니어서 강제로 트리거로 설정했습니다.", this);
}
}
private void OnTriggerEnter(Collider other)
{
if (!interactable)
return;
if (!IsHand(other))
return;
// 양손 콜라이더가 거의 동시에 들어오거나 빠르게 재진입할 때 중복 발동 방지
if (Time.unscaledTime - _lastPressTime < cooldown)
return;
Press();
}
private void Press()
{
_lastPressTime = Time.unscaledTime;
if (showDebugLog)
Debug.Log("[CollisionButton] 손이 닿아 버튼이 눌렸습니다.", this);
onPressed?.Invoke();
}
private bool IsHand(Collider other)
{
if (other == null)
return false;
if (!string.IsNullOrEmpty(handTag) && other.CompareTag(handTag))
return true;
if (detectByHandMarker && other.GetComponentInParent<XRHandMarker>() != null)
return true;
return false;
}
// 런타임에 활성/비활성 토글이 필요할 때 (UnityEvent 등에서 호출)
public void SetInteractable(bool value) => interactable = value;
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: c966c32e4e695c44795f9eb58d43d772

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@@ -8,4 +8,5 @@ public enum Zone
Seaside,
BlackjackGame,
BlackBgm,
MazeRoomSound
}